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Thank you for your hard work on the translation.(=´▽`=)ゞ
I immediately used the translation to play the game.
It really is more immersive when your native language is used.
As for my hope for the future, since the interactions in some locations are just flavor text and there are no particular rewards,
I would like to see some sort of reward, such as an item or an increase in the natives' opinion of you.
I am looking forward to future updates.
I've used your trick to finish the translation, though I'm having a bit of trouble updating the modification. I'm contacting the developers of the game about it, so I hope they'll help me figure out what the problem is. Sorry about the wait!
If you'd rather not wait, there may be another way to play my mod in Japanese. If you copy my updated Japanese language file into the 'langs' folder in my mod directory, the Japanese translation should be displayed for you.
The link to the updated Japanese language file is: https://drive.google.com/file/d/1vT8mKCje6Y_ZIDoH_7Tx0VnlCAsvJtjt/view?usp=drive_link
And the directory where you need to place that file is: Steam\steamapps\common\The Curious Expedition\mods\discovery\langs
If you do decide to try this method, let me know whether it works or doesn't work. Regardless, thanks for your interest in the mod and for your help, it's greatly appreciated.
Thank you for the quick translationヽ(=´▽`=)ノ
Because it was so long and reading it all would be spoilers, I only checked the first 20% or so, but since Google Translate is good at explaining things without emotions, I felt that it was mostly translated without any awkwardness. If I had to point out something, it would be that the following ambiguous parts may have made the text seem a little awkward.
Starting from line 144.
"evt-elephantGraveyard-examine-fail","After an exhaustive investigation, we failed to find any irregularity."
徹底的な調査を行った結果、不正は発見されませんでした。
↓
徹底的な調査の結果、異常は見つかりませんでした。
For some reason, when I use Google Translate to translate the previous sentence and the sentence one line before it, the suggestion below appears, so maybe there's some trick to machine translation, but I'm not sure.( ´~`)
翻訳されたダイアログ ファイルへのリンクはこちらです。これを確認して、エラーがないか再度チェックしていただけますか?
Here's a link to the translated dialogue file. Would you be willing to look through it and double check it for errors?
https://drive.google.com/file/d/1vT8mKCje6Y_ZIDoH_7Tx0VnlCAsvJtjt/view?usp=drive_link
That's impressive - Google Translate definitely has become a lot better recently. I'll try it out and see if I can make a Japanese translation. After I've run the dialogue through Google Translate, would you be interested in correcting any mistakes? Thanks for your interest, and I hope you have lots of fun with this mod!
Thank you for your reply
Google Translate has become much more accurate recently,
and I can correct minor mistranslations myself,
so I would be very grateful if you could just translate it with Google Translate (ノ´ー`)ノ
(By the way, this reply was also made using Google Translate)
I'd love to make a Japanese translation! I didn't know there were any Japanese Curious Expedition players. I'm not sure how I could do it outside of using Google Translate though, as I don't speak the language myself. Would Google Translate suffice? Or would there be too many mistranslations and inconsistencies?
(The amount of text was so huge that I gave up on translating it myself.)
I figured it out, it seemed to be a problem with the mod "Oriental Onslaught"
I should be able to do that easily enough, it's just a matter of getting the time to.
Will you consider adding the Cursed Gem cannibal event changes you discussed with DarkMatter? If so, I would vote not to remove the event but rather tweak it "like it just changed someone into a cannibal and didn't kill anyone, and then any subsequent cannibal event killed someone"
If it's the same one, I couldn't replicate it at the time. Are you using any mods? Can you tell me what you're doing when this bug occurs?
When I open the sarcophagus, it kicks me back into the overworld without any prompt.
I think other events are fine, like gaining bad traits, diseases, injuries, losing equipment... But it would be great to have some kind of hint as to what the event is or the circumstances in which the event may happen in the gem description.
Having a event were a treck member dies and another one gain the cannibal trait (meaning you probably have to get rid of them) is so heavy of consequence that it has to be predictable and preventable by the player. I'm not even sure why it happened, but i can't call that kind of stuff fair.
中文翻译已经上线了,但这并不是一个完善的翻译版本,会有一些错别字以及语序混乱,如果你们发现有上述的问题可以留言或者直接跟我联系,我会找时间弄一个比较完善的翻译,并且会将部分语句进行润色。希望你喜欢这个汉化
I can't replicate this bug. Are you using any other mods? Can you tell me what you're doing to replicate this bug?
Thanks for your help and advices :)
Good luck on your other project and IRL too !
I made some tests and it is a Dynomyte! incompatibility for sure.
So I went into the items.hjson of your mod (dynamite's part) and tried to incorporate changes from Dynomyte! but it didn't work at all. Can you figure it out for me ?
Thanks for explaining the 'slots', made me understand it all a little more
Do you have any idea why all mods files get reset everytime I open the mod page In-Game (even without clicking refresh) ?
I would try without the nuke mod but I don't know any way to speed up the game to reach a corrupted world and/or to give myself dynamite . If you have time to test it out yourself it would be great, otherwise don't bother with it as it's probably an issue on my end. (PS: they couldn't be blown up even with simple dynamite.. so it may be an incompatibility with the Dynomite! mod too... idk)
Both of these objects are in arrays, and these arrays use 'slots' to determine the chance of triggering each object. Slots are proportional, so the chance for any one object is calculated by adding all slots together, then dividing the specific object's slot number by all slots. So for instance, the chance of a Yeti cave would be 7/102, which is 6.86% chance. By modifying the slots of one or more objects, it's possible to change the chance that one of those objects is chosen.
Here's the original source script if you'd like to see the default slot values: https://github.com/Maschinen-Mensch/curiousexpedition/tree/master/conf
I didn't know about CE scripting limitations .. Was hoping to learn modding it :')
Also found a bug in a corrupted world (which spawned on the world map, not through portal) : I couldn't blow up moutains with dynamite. Even tried to Nuke it
Thanks for the bug report, this has now been fixed! I've uploaded the changes, any of your modified files will be overwritten by an update and you'll need to replace the files in the mod with your backups again.
You can change the chance of Yeti caves in discovery/conf/cave.hjson, spider lair corrupted worlds in corrupted.hjson and the Blood Crown dice in challenge.hjson (it's dp-attack72).
No problem, happy to help :).
The backpack option is now called "4. evt-harbor-select-action-3"
Then, when you click on it, there is a ';' between each word, example : "Small;Backpack;For;Rance-Sama;(50;Funds);;;;;;"
And more importantly, both mods files get randomly reset so I have to make all the changes over and over again.
I just bought a Lion from a beastmaster and the thing is bugged . Its nickname is "anm-lion-title", no dice, no stats, and I can't dismiss it. Only has the image of a lion, a generic name, gender and Level 1 shown.
I would like to change some stuff but I couldn't find the values in the mod files:
The % chance of Yeti Caves
The % chance to find a portal to a corrupted pocket within a spider lair
I also want to make the Blood Crown dice, damage, healing etc back to what they were
I hope I'm not bothering you. Thanks for your help man.
PS: Are you still working on the mod and planning to add new features ?
- Open CE/mods/Backpacks Addon\mod.hjson
- Delete everything from '#Placing Harbor Shop' to the bottom of '#Adding the Backpack Shop to the Harbor'
- Go back to the main CE mods directory and open discovery/conf/harbor.hjson
- Locate 'targetId: *evt-harbor-finalActions'. Add the following script above {ref:evt-harbor-setSail}:
{
actionText: txt-evt-harbor-select-action-3
reqWorld: 1..
select: evt-harbor-backpackShop
}
- Open CE/mods/Backpacks Addon/langs/lang_en.csv (or lang_de.csv if German)
- Find evt-harbor-select-action-2 and replace 2 with 3.
That's everything! Keep in mind if either mod updates these modified files get replaced so I'd recommend keeping backups.
I've just checked out the backpack mod and it works by removing all of the options in the harbor and then inserting the options back in again. I assume it does this to make sure that the backpack shop option is located above the set sail option. If the backpack mod loads after Discovery, then the animal trainer option will be erased and if Discovery loads after the backpack mod, the backpack shop option will be erased. These two mods can be made to be compatible, but I suspect only if they are integrated with one another. I would be interested in doing this, but I don't have permission from the mod author. It's an easy manual fix if you're interested in doing this yourself.